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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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using System.Collections.Generic;
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using MoreMountains.Tools;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// Add this component to an object and it'll get moved towards the target at update, with or without interpolation based on your settings
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/// </summary>
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[AddComponentMenu("More Mountains/Tools/Movement/MMFollowTarget")]
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public class MMFollowTarget : MonoBehaviour
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{
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/// the possible update modes
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public enum UpdateModes { Update, FixedUpdate, LateUpdate }
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/// the possible follow modes
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public enum FollowModes { RegularLerp, MMLerp, MMSpring }
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/// whether to operate in world or local space
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public enum PositionSpaces { World, Local }
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[Header("Follow Position")]
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/// whether or not the object is currently following its target's position
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public bool FollowPosition = true;
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/// whether this object should follow its target on the X axis
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[MMCondition("FollowPosition", true)]
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public bool FollowPositionX = true;
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/// whether this object should follow its target on the Y axis
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[MMCondition("FollowPosition", true)]
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public bool FollowPositionY = true;
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/// whether this object should follow its target on the Z axis
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[MMCondition("FollowPosition", true)]
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public bool FollowPositionZ = true;
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/// whether to operate in world or local space
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[MMCondition("FollowPosition", true)]
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public PositionSpaces PositionSpace = PositionSpaces.World;
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[Header("Follow Rotation")]
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/// whether or not the object is currently following its target's rotation
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public bool FollowRotation = true;
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[Header("Follow Scale")]
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/// whether or not the object is currently following its target's rotation
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public bool FollowScale = true;
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/// the factor to apply to the scale when following
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[MMCondition("FollowScale", true)]
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public float FollowScaleFactor = 1f;
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[Header("Target")]
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/// the target to follow
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public Transform Target;
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/// the offset to apply to the followed target
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[MMCondition("FollowPosition", true)]
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public Vector3 Offset;
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///whether or not to add the initial x distance to the offset
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[MMCondition("FollowPosition", true)]
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public bool AddInitialDistanceXToXOffset = false;
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///whether or not to add the initial y distance to the offset
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[MMCondition("FollowPosition", true)]
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public bool AddInitialDistanceYToYOffset = false;
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///whether or not to add the initial z distance to the offset
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[MMCondition("FollowPosition", true)]
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public bool AddInitialDistanceZToZOffset = false;
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[Header("Position Interpolation")]
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/// whether or not we need to interpolate the movement
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public bool InterpolatePosition = true;
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/// the follow mode to use when following position
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[MMCondition("InterpolatePosition", true)]
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public FollowModes FollowPositionMode = FollowModes.MMLerp;
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/// the speed at which to interpolate the follower's movement
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[MMCondition("InterpolatePosition", true)]
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public float FollowPositionSpeed = 10f;
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/// higher values mean more damping, less spring, low values mean less damping, more spring
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[MMEnumCondition("FollowPositionMode", (int)FollowModes.MMSpring)]
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[Range(0.01f, 1.0f)]
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public float PositionSpringDamping = 0.3f;
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/// the frequency at which the spring should "vibrate", in Hz (1 : the spring will do one full period in one second)
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[MMEnumCondition("FollowPositionMode", (int)FollowModes.MMSpring)]
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public float PositionSpringFrequency = 3f;
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[Header("Rotation Interpolation")]
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/// whether or not we need to interpolate the movement
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public bool InterpolateRotation = true;
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/// the follow mode to use when interpolating the rotation
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[MMCondition("InterpolateRotation", true)]
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public FollowModes FollowRotationMode = FollowModes.MMLerp;
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/// the speed at which to interpolate the follower's rotation
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[MMCondition("InterpolateRotation", true)]
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public float FollowRotationSpeed = 10f;
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[Header("Scale Interpolation")]
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/// whether or not we need to interpolate the scale
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public bool InterpolateScale = true;
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/// the follow mode to use when interpolating the scale
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[MMCondition("InterpolateScale", true)]
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public FollowModes FollowScaleMode = FollowModes.MMLerp;
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/// the speed at which to interpolate the follower's scale
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[MMCondition("InterpolateScale", true)]
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public float FollowScaleSpeed = 10f;
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[Header("Mode")]
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/// the update at which the movement happens
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public UpdateModes UpdateMode = UpdateModes.Update;
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/// if this is true, this component will self disable when its host game object gets disabled
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public bool DisableSelfOnSetActiveFalse = false;
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[Header("Distances")]
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/// whether or not to force a minimum distance between the object and its target before it starts following
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public bool UseMinimumDistanceBeforeFollow = false;
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/// the minimum distance to keep between the object and its target
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public float MinimumDistanceBeforeFollow = 1f;
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/// whether or not we want to make sure the object is never too far away from its target
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public bool UseMaximumDistance = false;
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/// the maximum distance at which the object can be away from its target
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public float MaximumDistance = 1f;
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[Header("Anchor")]
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/// if this is true, the movement will be constrained around the initial position
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public bool AnchorToInitialPosition;
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/// the maximum distance around the initial position at which the transform can move
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[MMCondition("AnchorToInitialPosition", true)]
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public float MaxDistanceToAnchor = 1f;
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protected bool _localSpace { get { return PositionSpace == PositionSpaces.Local; } }
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protected Vector3 _velocity = Vector3.zero;
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protected Vector3 _newTargetPosition;
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protected Vector3 _initialPosition;
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protected Vector3 _lastTargetPosition;
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protected Vector3 _direction;
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protected Vector3 _newPosition;
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protected Vector3 _newScale;
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protected Quaternion _newTargetRotation;
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protected Quaternion _initialRotation;
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/// <summary>
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/// On start we store our initial position
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/// </summary>
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protected virtual void Start()
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{
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Initialization();
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}
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/// <summary>
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/// Initializes the follow
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/// </summary>
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public virtual void Initialization()
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{
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SetInitialPosition();
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SetOffset();
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}
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/// <summary>
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/// Prevents the object from following the target anymore
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/// </summary>
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public virtual void StopFollowing()
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{
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FollowPosition = false;
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}
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/// <summary>
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/// Makes the object follow the target
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/// </summary>
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public virtual void StartFollowing()
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{
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FollowPosition = true;
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SetInitialPosition();
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}
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/// <summary>
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/// Stores the initial position
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/// </summary>
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protected virtual void SetInitialPosition()
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{
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_initialPosition = _localSpace ? this.transform.localPosition : this.transform.position;
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_initialRotation = this.transform.rotation;
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_lastTargetPosition = _localSpace ? this.transform.localPosition : this.transform.position;
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}
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/// <summary>
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/// Adds initial offset to the offset if needed
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/// </summary>
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protected virtual void SetOffset()
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{
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if (Target == null)
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{
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return;
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}
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Vector3 difference = this.transform.position - Target.transform.position;
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Offset.x = AddInitialDistanceXToXOffset ? difference.x : Offset.x;
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Offset.y = AddInitialDistanceYToYOffset ? difference.y : Offset.y;
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Offset.z = AddInitialDistanceZToZOffset ? difference.z : Offset.z;
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}
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/// <summary>
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/// At update we follow our target
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/// </summary>
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protected virtual void Update()
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{
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if (Target == null)
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{
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return;
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}
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if (UpdateMode == UpdateModes.Update)
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{
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FollowTargetRotation();
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FollowTargetScale();
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FollowTargetPosition();
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}
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}
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/// <summary>
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/// At fixed update we follow our target
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/// </summary>
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protected virtual void FixedUpdate()
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{
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if (UpdateMode == UpdateModes.FixedUpdate)
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{
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FollowTargetRotation();
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FollowTargetScale();
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FollowTargetPosition();
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}
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}
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/// <summary>
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/// At late update we follow our target
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/// </summary>
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protected virtual void LateUpdate()
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{
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if (UpdateMode == UpdateModes.LateUpdate)
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{
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FollowTargetRotation();
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FollowTargetScale();
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FollowTargetPosition();
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}
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}
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/// <summary>
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/// Follows the target, lerping the position or not based on what's been defined in the inspector
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/// </summary>
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protected virtual void FollowTargetPosition()
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{
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if (Target == null)
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{
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return;
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}
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if (!FollowPosition)
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{
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return;
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}
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_newTargetPosition = Target.position + Offset;
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if (!FollowPositionX) { _newTargetPosition.x = _initialPosition.x; }
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if (!FollowPositionY) { _newTargetPosition.y = _initialPosition.y; }
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if (!FollowPositionZ) { _newTargetPosition.z = _initialPosition.z; }
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float trueDistance = 0f;
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_direction = (_newTargetPosition - this.transform.position).normalized;
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trueDistance = Vector3.Distance(this.transform.position, _newTargetPosition);
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float interpolatedDistance = trueDistance;
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if (InterpolatePosition)
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{
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switch (FollowPositionMode)
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{
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case FollowModes.MMLerp:
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interpolatedDistance = MMMaths.Lerp(0f, trueDistance, FollowPositionSpeed, Time.deltaTime);
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interpolatedDistance = ApplyMinMaxDistancing(trueDistance, interpolatedDistance);
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this.transform.Translate(_direction * interpolatedDistance, Space.World);
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break;
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case FollowModes.RegularLerp:
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interpolatedDistance = Mathf.Lerp(0f, trueDistance, Time.deltaTime * FollowPositionSpeed);
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interpolatedDistance = ApplyMinMaxDistancing(trueDistance, interpolatedDistance);
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this.transform.Translate(_direction * interpolatedDistance, Space.World);
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break;
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case FollowModes.MMSpring:
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_newPosition = this.transform.position;
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MMMaths.Spring(ref _newPosition, _newTargetPosition, ref _velocity, PositionSpringDamping, PositionSpringFrequency, FollowPositionSpeed, Time.deltaTime);
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if (_localSpace)
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{
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this.transform.localPosition = _newPosition;
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}
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else
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{
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this.transform.position = _newPosition;
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}
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break;
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}
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}
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else
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{
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interpolatedDistance = ApplyMinMaxDistancing(trueDistance, interpolatedDistance);
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this.transform.Translate(_direction * interpolatedDistance, Space.World);
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}
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if (AnchorToInitialPosition)
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{
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if (Vector3.Distance(this.transform.position, _initialPosition) > MaxDistanceToAnchor)
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{
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if (_localSpace)
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{
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this.transform.localPosition = _initialPosition + Vector3.ClampMagnitude(this.transform.localPosition - _initialPosition, MaxDistanceToAnchor);
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}
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else
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{
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this.transform.position = _initialPosition + Vector3.ClampMagnitude(this.transform.position - _initialPosition, MaxDistanceToAnchor);
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}
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}
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}
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}
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/// <summary>
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/// Applies minimal and maximal distance rules to the interpolated distance
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/// </summary>
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/// <param name="trueDistance"></param>
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/// <param name="interpolatedDistance"></param>
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/// <returns></returns>
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protected virtual float ApplyMinMaxDistancing(float trueDistance, float interpolatedDistance)
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{
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if (UseMinimumDistanceBeforeFollow && (trueDistance - interpolatedDistance < MinimumDistanceBeforeFollow))
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{
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interpolatedDistance = 0f;
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}
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if (UseMaximumDistance && (trueDistance - interpolatedDistance >= MaximumDistance))
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{
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interpolatedDistance = trueDistance - MaximumDistance;
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}
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return interpolatedDistance;
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}
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/// <summary>
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/// Makes the object follow its target's rotation
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/// </summary>
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protected virtual void FollowTargetRotation()
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{
|
|
|
|
|
if (Target == null)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!FollowRotation)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
_newTargetRotation = Target.rotation;
|
|
|
|
|
|
|
|
|
|
if (InterpolateRotation)
|
|
|
|
|
{
|
|
|
|
|
switch (FollowRotationMode)
|
|
|
|
|
{
|
|
|
|
|
case FollowModes.MMLerp:
|
|
|
|
|
this.transform.rotation = MMMaths.Lerp(this.transform.rotation, _newTargetRotation, FollowRotationSpeed, Time.deltaTime);
|
|
|
|
|
break;
|
|
|
|
|
case FollowModes.RegularLerp:
|
|
|
|
|
this.transform.rotation = Quaternion.Lerp(this.transform.rotation, _newTargetRotation, Time.deltaTime * FollowRotationSpeed);
|
|
|
|
|
break;
|
|
|
|
|
case FollowModes.MMSpring:
|
|
|
|
|
this.transform.rotation = MMMaths.Lerp(this.transform.rotation, _newTargetRotation, FollowRotationSpeed, Time.deltaTime);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
this.transform.rotation = _newTargetRotation;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Makes the object follow its target's scale
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected virtual void FollowTargetScale()
|
|
|
|
|
{
|
|
|
|
|
if (Target == null)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!FollowScale)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
_newScale = Target.localScale * FollowScaleFactor;
|
|
|
|
|
|
|
|
|
|
if (InterpolateScale)
|
|
|
|
|
{
|
|
|
|
|
switch (FollowScaleMode)
|
|
|
|
|
{
|
|
|
|
|
case FollowModes.MMLerp:
|
|
|
|
|
this.transform.localScale = MMMaths.Lerp(this.transform.localScale, _newScale, FollowScaleSpeed, Time.deltaTime);
|
|
|
|
|
break;
|
|
|
|
|
case FollowModes.RegularLerp:
|
|
|
|
|
this.transform.localScale = Vector3.Lerp(this.transform.localScale, _newScale, Time.deltaTime * FollowScaleSpeed);
|
|
|
|
|
break;
|
|
|
|
|
case FollowModes.MMSpring:
|
|
|
|
|
this.transform.localScale = MMMaths.Lerp(this.transform.localScale, _newScale, FollowScaleSpeed, Time.deltaTime);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
this.transform.localScale = _newScale;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public virtual void ChangeFollowTarget(Transform newTarget) => Target = newTarget;
|
|
|
|
|
|
|
|
|
|
protected virtual void OnDisable()
|
|
|
|
|
{
|
|
|
|
|
if (DisableSelfOnSetActiveFalse)
|
|
|
|
|
{
|
|
|
|
|
this.enabled = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|